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Steinbruch 02 3D-Modell

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Royalty Free LicenseAlle erweiterten Anwendungen
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Best-Preis-Garantie
Funktioniert aus dem Kasten heraus
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Litarvan

Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone4,994
  • Scheitelpunkte2,499
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsnon-overlapping

Formate & Dateien

OBJ
(.obj)
19 MB

StoneDebris_02_BendCannal_50K_obj.rar
OBJ
(.obj)
16 MB

StoneDebris_02_BendCannal_1K_obj.rar
OBJ
(.obj)
173 MB

StoneDebris_02_BendCannal_original.rar
OBJ
(.obj)

StoneDebris_02_BendCannal_obj.rar
FBX
(.fbx)

StoneDebris_02_BendCannal_fbx.rar
3ds Max
(.max)
5 MB

vray 1.5 SP4
StoneDebris_02_BendCannal_2009_V-Ray_max.rar
3ds Max
(.max)
5 MB

default_scanline
StoneDebris_02_BendCannal_2009_Standard_max.rar
3DS
(.3ds)

StoneDebris_02_BendCannal_3ds.rar
3ds Max
(.max)
15 MB

vray 2
StoneDebris_02_BendCannal_2012_V-Ray_max.rar
3ds Max
347 MB

StoneDebris_02_ProhnutyKanal_TiffTextures.rar

Beschreibung

- V-Ray and standard materials - Hi-Res Realistic product - Correct scale - Object(s) in their own layer (name via product name) Several Versions included: 1) Main version - Around 5000 Polygons (including Displacement 32 and 16 bit map, Normals And Diffuse Maps) 2) Extra Low Poly version - Around 1000 Polygons (including Displacement 32 bit map, Normals And Diffuse Maps) 3) Middle Poly Version- Around 50 000 Polygons (Diffuse and Normal Maps are present) 4) Original HiPoly Version - Around Few Milion polygons (Diffuse Map included) Maps in max archives (5K (5000 Polygons) version): Diffuse 4096*4096px JPG Normals 2048*2048px JPG 32 bit Displacement 2048*2048px exr 16 bit Displacement 2048*2048px jpg These are optimized and are indistinguishable from 8192*8192px TIFFs (which take more RAM during rendering etc.) Nevertheless if you want 105% quality, you can download the separate hires TIFF textures archive (around 250MB), which contains: Diffuse 8192*8192px TIF Normal 8192*8192px TIF Displacement 16bit 8192*8192px TIF Displacement 32bit 8192*8192px EXR If you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in 'displace' modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc. Objects are in their own layer called '_Merged_Buyed'. No part-name confusion when importing. Centered on 0,0,0.
Oct 15, 2019 Datum hinzugefügt
Jun 30, 2023 letztes Update

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